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Author Topic: Timetraveling RTD Turn 13  (Read 31448 times)

MonkeyHead

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #240 on: March 03, 2012, 09:48:57 am »

Scout the immediate area for potential issues, then hole up somewhere safe until daylight.

10ebbor10

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #241 on: March 05, 2012, 01:39:17 pm »

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Darkfyre

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #242 on: March 05, 2012, 07:28:07 pm »

Scout the immediate area for potential issues, then hole up somewhere safe until daylight.

>Follow his lead and keep watch for threats.
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A gem-encrusted sock is perfect for ass-kicking.

Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #243 on: March 06, 2012, 01:34:52 am »

Question: Would I be able to make/find suitable batteries in this era? Or are the batteries I require made of 23rd century materials?
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10ebbor10

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #244 on: March 06, 2012, 11:11:35 am »

Question: Would I be able to make/find suitable batteries in this era? Or are the batteries I require made of 23rd century materials?
High fantasy. Which mean you probably won't find any batteries or stuff like that. (Or maybe some kind of alchemist). You could create batteries but they would either be rather inneficient or large or magical.
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Superior_Tomato

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #245 on: March 06, 2012, 01:04:46 pm »

"Somebody help!"

Continue to fight them while heading towards an exit.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #246 on: March 07, 2012, 06:32:02 am »

High Fantasy =/= Low Tech.

It's WW2, so even though it's High Fantasy, I would expect the same level of tech, possibly even higher (or in the form of magitek)

But whatever >.> I'll leave my batteries for now.

Investigate and try to understand the T.M... I mean, we can't keep just pressing buttons and hoping to get somewhere forever, right?
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10ebbor10

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #247 on: March 07, 2012, 07:39:04 am »

High Fantasy =/= Low Tech.

It's WW2, so even though it's High Fantasy, I would expect the same level of tech, possibly even higher (or in the form of magitek)

But whatever >.> I'll leave my batteries for now.

Investigate and try to understand the T.M... I mean, we can't keep just pressing buttons and hoping to get somewhere forever, right?
I'm currentky torn between 3 options:
- 1945 tech + magic
- 1945 situation but with technologic systems replaced by magical counterparts. ( I Kinda don't like this one because it would require me to simplify WOII to a simple good vs bad conflict)
- JUst a random giant war vs 2 magical nations that have little to do with out history.

STill the chance of encountering 2200 era batteries in any kind of these settings is small.

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Talarion

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Re: Timetraveling RTD Turn 9: Traveling through dimensions.
« Reply #248 on: March 09, 2012, 12:40:32 am »

Mmk. I was assuming the first one, so yeah. Ah well, I have my action.
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10ebbor10

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Re: Timetraveling RTD Turn 10
« Reply #249 on: March 09, 2012, 01:34:52 pm »

Turn 11 :

((For the record, I'm very much alright with any character death of mine. Also, the T.M. is still attached to the zeppelin right?Yes it is))

Tyrin clutched his chest after trying to fix up the laser rifle. Red, still stained with blood. If he didn't find anything to help himself in the T.M. soon, the pain would be the least of his problems. He felt a slight dizziness as he moved in the T.M. guessing that the loss of blood was going to kill him. And it was spilling out, fast.
"Stupid idea...shooting down that Carronade...*cough*

"If I don't make it...Make sure ol'Eyesore here completes the journey."
He held up the Blunderbuss, ancient though it was. It may have a use in the future, being a family heirloom. He was sure it's price must've skyrocketed, if there were any collectors looking for such an item. And if there was such a thing as currency where they were.


Take off that Gasmask and stow it in the T.M.

Dismantle the Clockwork Guard and scavenge the mechanisms, computer and spring.

Use those mechanisms to modify his Blunderbuss, helping the reload and maybe improving it for future use
.


Edit:

"You're right, doc. I've been too melodramatic, heh.

Lay still and help the good doctor patch me up.
[3] You snap out of your melodramatic mood and lay still, more or less. You soon get bored of watching someone poke around your internal organs and fall asleep.
"Mr. Dain, I have not lost a patient in years. If you do not stop this nonsense and sit still until I'm done you will break my streak, and I will be most disappointed."

Use the tools to stop the bleeding.
[5] Fixing Tyrin up is a messy job, but eventually you succeed. (+1 Suturing). After that you decide it would be a nice thing to rest a bit.

Scout the immediate area for potential issues, then hole up somewhere safe until daylight.
[2] It's quite dark and you don't see a thing, so you just decide to climb in a tree and sleep a bit.

>Follow his lead and keep watch for threats.
[3] You don't see much either, but at least you're sure there are no dangerous monsters near.

Investigate and try to understand the T.M... I mean, we can't keep just pressing buttons and hoping to get somewhere forever, right?
[1] You stare into the soft glowing machinery of the T.M. for way too long. Eventually you fall asleep.

We need to find a magical kind of way to make the airship and time machine invisible!

Head to the small clearing and land, I guess.
[1+1+1]= STill a one, but better] You land in the clearing, but underestimate your angle of descent, resulting in the Airship making a rather harsh landing and some minor damage to the Tail where it hit the trees. Luckily this forest is quite big and dark. In fact now that you're in it it seems even bigger then from the inside, and at all sides the trees rise up, making the Zeppelin near invisible except from above. After this adventure you fall asleep in your pilots chair.

"Somebody help!"

Continue to fight them while heading towards an exit.
[3+3] You attempt to wrestle one of the Clockwork drones head of, too no effect. Suddenly the entire capsule shakes as the Zeppelin hits the ground.[3+1][1][1] You're unaffected, but the clockwork stokers manage to accidentally hit each other on the head. You're then suddenly overcome by sleep.

That morning

It's morning. Rhyss and Andric can now clearly seen the damage done to the town, as some of it's fires are still burning. Those in the Woods are greeted by an eery silence, as not a single bird is singing. It's promising to become a nice summer day, but who nows what the future the past might bring. However it occurs to you that the best thing to begin the day is to eat, I hope you brought lunch.

Note: I've chosen to take option one, so prepare yourself for fireball tanks and other technomagical hybrids.


People and locations:
Rhys+ Andric : Edge of the forest.
Thomas: Engineroom of the zepellin
Hilda: Pilot seat
Everyone else: T.M
T.M: Beneath the zeppelin
Zeppelin: In the middle of an ancient wood woods
Town: Walking distance from Rhyss and Andric

Spoiler: Airship (click to show/hide)


Time machine:
Damage: Minimal
Charge: 5% charge, can jump(19 days recharge to full power)
Airconditioning system, requires 1 person operating. Effect: Weather and other effects outside do not effect those inside the T.M
Supplies:
1 prototype laser rifle( Requires power cells. Ignores armor, +2 damage. -4 vs living organisms)
1 Generic Machine guns(+1 hit, +1 to damage. Fire a salvo: Area damage: -1 to hit, -1 to damage)
     -10 machine gun clips(1 clip equals 3 bursts or 1 salvo)
1 rocket launcher
     -3 incendiary rockets
-1 crate of medicine: 9 doses of painkillers, 8 series of various medicines, 3 intelligent gypsum casts and 1 set of churigurcal tools
-Replacement parts for the time machine:(Mainly electronical circuits(since none of you know how it works)
-Rations: 12
-5 gasmasks
-A deactivated clockword guard

Kingfisher: Franz Herber
Spoiler (click to show/hide)

Iawastooshort
Spoiler: Hilda J Wittgenstein (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

[/spoiler]
Spoiler: Character (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: March 09, 2012, 02:39:15 pm by 10ebbor10 »
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MonkeyHead

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Re: Timetraveling RTD Turn 10
« Reply #250 on: March 09, 2012, 02:33:11 pm »

"Man, I would really like a go at one of those dragons... or failing that, whatever crazy magical weaponary I can lay my hands on..." Rhys says to Andric, "But I am sure as hell not ready to go meet the locals just yet - what sort of crazies would a world like this create? Ah, a closer look wont hurt much. You coming?"

Slowly, carfully, move closer to the town looking for a safe vantage point. Avoid contact with the locals (praying an overhead dragon doesnt spot us, the TM or airship... Try and make out if the dragons head back to some kind of landing area - surley they cant stay up there forever?

10ebbor10

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Re: Timetraveling RTD Turn 10
« Reply #251 on: March 09, 2012, 02:38:56 pm »

"Man, I would really like a go at one of those dragons... or failing that, whatever crazy magical weaponary I can lay my hands on..." Rhys says to Andric, "But I am sure as hell not ready to go meet the locals just yet - what sort of crazies would a world like this create? Ah, a closer look wont hurt much. You coming?"

Slowly, carfully, move closer to the town looking for a safe vantage point. Avoid contact with the locals (praying an overhead dragon doesnt spot us, the TM or airship... Try and make out if the dragons head back to some kind of landing area - surley they cant stay up there forever?
Oh dear, my bad. The dragons flew of to some place unknown while you slept.
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MonkeyHead

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Re: Timetraveling RTD Turn 10
« Reply #252 on: March 09, 2012, 02:59:39 pm »

Damn. In that case, action is edited according to quote below.
"Man, I would really like a go at one of those dragons... or failing that, whatever crazy magical weaponary I can lay my hands on..." Rhys says to Andric, "Wanna go meet the locals? I promise that there will be talking before I do any shooting. Maybe we could be of serivce to them, for the right price of course..."

Slowly, carfully, move closer to the town looking for a safe vantage point. Avoid contact with the locals until a safe, non threatening encounter can be "arranged". Make sure to ask the locals about the dragons once freindly relations have been established.
« Last Edit: March 09, 2012, 03:29:55 pm by MonkeyHead »
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Talarion

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Re: Timetraveling RTD Turn 10
« Reply #253 on: March 09, 2012, 03:19:36 pm »

Wake up and try again.
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Tiruin

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Re: Timetraveling RTD Turn 10
« Reply #254 on: March 09, 2012, 10:56:47 pm »

Wake up

Tyrin grabbed the nearby scaffholding and pulled himself up after the sleep. He put his free hand on his chest to check if he was now deceased and felt the familiar sutures and dressings. Although feeling lightheaded, he was proud that the doctor did his work so well. Calmness overtook him, but he remembered that the painkillers were still in effect. Though, he had to congratulate him or repay him in anyway necessary, even if the Hypocratic Oath said otherwise.

He decided to stay in the T.M. while everyone else moved about, a sudden jolt of pain would kill him if he tried and drastic moves as the T.M. was still hooked and afloat in the air to the Airship.

It was time to get Serious.


Try to integrate the deactivated Clockwork Guard into the T.M. as a defender, or something else entirely.

"I'll stay back if you all have plans."
« Last Edit: March 10, 2012, 07:29:23 am by Tiruin »
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